Difference between revisions of "Hardware 3D (C++ DirectX Graphics) Tutorial 35"
From Chilipedia
Line 1: | Line 1: | ||
− | + | GOBLINS CHEW AND GOBLINS BITE GOBLINS CUT AND GOBLINS FIGHT STAB THE DOG AND CUT THE HORSE GOBLINS EAT AND TAKE BY FORCE! GOBLINS RACE AND GOBLINS JUMP GOBLINS SLASH AND GOBLINS BUMP BURN THE SKIN AND MASH THE HEAD GOBLINS HERE AND YOU BE DEAD! CHASE THE BABY CATCH THE PUP BONK THE HEAD TO SHUT IT UP BONES BE CRACKED FLESH BE STEWED WE BE GOBLINS! YOU BE FOOD! | |
== Topics Covered == | == Topics Covered == | ||
− | * | + | * Filtering (specular) maps to reduce noise |
− | + | * Subsurface Scattering (Synopsis) | |
− | * | + | * Editing .mtl files |
− | * | + | * Ambient / Specular balancing |
− | * | + | * Specular highlights for metallic materials |
− | * | + | * Environment mapped reflections (Synopsis) |
− | * | + | |
− | + | ||
== Video Timestamp Index == | == Video Timestamp Index == | ||
− | * [https://youtu.be/ | + | * [https://youtu.be/W9woJbSHfAg Tutorial 35] |
== Source Code == | == Source Code == | ||
Line 18: | Line 16: | ||
== See also == | == See also == | ||
− | * [[Hardware 3D (C++ DirectX Graphics) Tutorial | + | * [[Hardware 3D (C++ DirectX Graphics) Tutorial 36|Next in series (Tutorial 36)]] |
* [[Hardware 3D Series (C++ DirectX Graphics)]] | * [[Hardware 3D Series (C++ DirectX Graphics)]] | ||
* [https://www.patreon.com/planetchili Planet Chili Patreon] | * [https://www.patreon.com/planetchili Planet Chili Patreon] |
Latest revision as of 23:19, 29 September 2019
GOBLINS CHEW AND GOBLINS BITE GOBLINS CUT AND GOBLINS FIGHT STAB THE DOG AND CUT THE HORSE GOBLINS EAT AND TAKE BY FORCE! GOBLINS RACE AND GOBLINS JUMP GOBLINS SLASH AND GOBLINS BUMP BURN THE SKIN AND MASH THE HEAD GOBLINS HERE AND YOU BE DEAD! CHASE THE BABY CATCH THE PUP BONK THE HEAD TO SHUT IT UP BONES BE CRACKED FLESH BE STEWED WE BE GOBLINS! YOU BE FOOD!
Topics Covered
- Filtering (specular) maps to reduce noise
- Subsurface Scattering (Synopsis)
- Editing .mtl files
- Ambient / Specular balancing
- Specular highlights for metallic materials
- Environment mapped reflections (Synopsis)